mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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113 lines
4.6 KiB
C++
113 lines
4.6 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef SPINE_SKELETONRENDERER_H_
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#define SPINE_SKELETONRENDERER_H_
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#include <spine/spine.h>
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#include "cocos2d.h"
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namespace spine {
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class PolygonBatch;
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/** Draws a skeleton. */
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class SkeletonRenderer: public cocos2d::CCNodeRGBA, public cocos2d::CCBlendProtocol {
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public:
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spSkeleton* skeleton;
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spBone* rootBone;
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float timeScale;
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bool debugSlots;
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bool debugBones;
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bool premultipliedAlpha;
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static SkeletonRenderer* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
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static SkeletonRenderer* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
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static SkeletonRenderer* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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SkeletonRenderer (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
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SkeletonRenderer (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
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SkeletonRenderer (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
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virtual ~SkeletonRenderer ();
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virtual void update (float deltaTime);
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virtual void draw ();
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virtual cocos2d::CCRect boundingBox ();
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// --- Convenience methods for common Skeleton_* functions.
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void updateWorldTransform ();
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void setToSetupPose ();
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void setBonesToSetupPose ();
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void setSlotsToSetupPose ();
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/* Returns 0 if the bone was not found. */
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spBone* findBone (const char* boneName) const;
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/* Returns 0 if the slot was not found. */
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spSlot* findSlot (const char* slotName) const;
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/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
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* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
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* attachment is attached from the new skin. Returns false if the skin was not found.
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* @param skin May be 0.*/
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bool setSkin (const char* skinName);
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/* Returns 0 if the slot or attachment was not found. */
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spAttachment* getAttachment (const char* slotName, const char* attachmentName) const;
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/* Returns false if the slot or attachment was not found. */
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bool setAttachment (const char* slotName, const char* attachmentName);
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// --- BlendProtocol
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CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
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virtual void setOpacityModifyRGB (bool value);
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virtual bool isOpacityModifyRGB ();
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protected:
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SkeletonRenderer ();
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void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
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virtual cocos2d::CCTexture2D* getTexture (spRegionAttachment* attachment) const;
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virtual cocos2d::CCTexture2D* getTexture (spMeshAttachment* attachment) const;
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virtual cocos2d::CCTexture2D* getTexture (spWeightedMeshAttachment* attachment) const;
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private:
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bool ownsSkeletonData;
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spAtlas* atlas;
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PolygonBatch* batch;
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float* worldVertices;
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void initialize ();
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};
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}
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#endif /* SPINE_SKELETONRENDERER_H_ */
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